Templates and Lenses for your character creating convenience.
Pure Strain Humans can be up to Tech Level 10 so consider picking five Quirks and adding +1 Tech Level for awesome gear.
Possible 150 point combinations...
Illuminated ex-Soldier Colonist
Lesser Noble Gentleman Pirate
Bounty Hunter Cultist
Hunter Scavenger Sailor
Bounty Hunter 100 point template
Easy travel and nonexistent formal law-enforcement means criminals can escape, bounty hunters catch these fugitives and bring them back in exchange for a reward. Some bounty hunters are tough but honorable, while some are sinister, enigmatic and ruthless.
A variant on the standard bounty hunter is the Repo Man, who specializes in recovering implants and artificial organs when the owners have defaulted on their payments.
Basic Attributes 90 points
ST 17 [70]
DX 10 [0]
IQ 9 [-20]
HT 14 [40]
Secondary Characteristics: -10
Damage 1d+2/3d-1; BL 58 lbs.
HP 17 [0]; Will 7 [-10]; Per 9 [0]; FP 14 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: 27
Deep Sleeper [1], Tech Level 9 [5]
Strangler 4 [20], Weapon Adaptation (Knife to Brawling) [1]
Disadvantages: -40
Weirdness Magnet [-15] and -25 points chosen from among
Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5],
Code of Honor [-5 to -15], Compulsive Carousing [-5*], Flashbacks (Mild) [-5],
Impulsiveness [-10*], Intolerance [-5 to -10], Lecherousness [-15*], Overconfidence [-5*],
Sense of Duty (Comrades) [-5], Skinny [-5] and Trademark (Simple) [-5].
Skills: 33
Brawling (DX/E)+6 [4]-16†
Knife (DX/E) Brawling [1]-16
Stealth and Wrestling (A) DX+4 [2]-14†
Carousing and Swimming, both (HT/E) [1]-14
Guns/TL9 (Pistol) (DX/E)+3 [8]-13
Tracking (Per/A)+4 [2]-13†
Mechanic/TL9 (any) (IQ/A) [2]-9
Knot-Tying (DX/E) [1]-9
Climbing (DX/A)-1 [1]-9
Computer Operation and First Aid, both (IQ/E) [1]-9
Survival (Desert) (Per/A)-1 [1]-8
Armory (Small Arms), Criminology, Electronics Operations/TL9 (Comm.), Leadership, Streetwise, all (IQ/A)-1 [1]-8
† +4 from Strangler 4.
Repo Man [25]
Physician (IQ/H)+4 [20]
Diagnosis/TL9 (Default+1) [1]
Pharmacy/TL9 (Synthetic), Physiology/TL9, Surgery/TL9, all (Default+1) [1]
Electronics Operation/TL9 (Medical) (IQ/A)-1 [1]
Fighter [25]
You're good at fighting
Combat Reflexes [15], High Pain Threshold [10]
Martial Artist [25]
You excel at unarmed combat.
Karate (DX/H)+4 [20]
Ground Fighting (H) (Karate) [5]
Cultist [50]
You are the member of a tightly knit fringe religion. This cult could be relatively benign, or it might be determined to exploit you for money or worse.
Choose any other template and add the following
Musical Ability 5 [25], Attractive [4], Charisma 1 [5]
Singing (HT/E)+7 [4]†
Musical Instrument (Guitar) (IQ/H)+4 [2]†
Carousing (HT/E) [1]
Musical Influence (IQ/VH)+2 [1]†
Lockpicking/TL9 (IQ/A)+2 [8]
† +5 from Musical Ability 5.
Field Medic [25]
must emphasize fast response and treating patients on the spot with minimal equipment. They usually have other training, as rescue workers, police, military personnel, or vehicle crew.
Choose any other template and add the following skills:
Physician (IQ/H)+4 [20]
Diagnosis/TL9 (Default+1) [1]
Pharmacy/TL9 (Synthetic), Physiology/TL9, Surgery/TL9, all (Default+1) [1]
Electronics Operation/TL9 (Medical) (IQ/A)-1 [1]
Sailor
100 point template
You were a sailor who worked in heavy weather, boarded ships and drank hard, all without dying, good job.
Attributes: 120
ST 11 [10]
DX 13 [60]
IQ 12 [40]
HT 11 [10]
Secondary Characteristics: -5
Damage 1d-1/1d+1; BL 24 lbs.
HP 11 [0]; Will 10 [-10]; Per 12 [0]; FP 11 [0]
Basic Speed 6 [0]; Basic Move 7 [5]
Advantages: 15
Born Sailor 1 [5], Tech Level 9 [5]
Languages (Arabic, Chinese, French, Japanese, and Korean) (Broken/None) [5]
Disadvantages: -40
Weirdness Magnet [-15], and -25 points chosen from among
Curious [-5], Jealousy [-10], Loner [-5], Miserliness [-10], Overconfidence [-5], Post-Combat Shakes [-5], Sense of Duty (Comrades) [-5], Stubbornness [-5], or Workaholic [-5].
Skills: 10
Brawling (DX/E) [1]-13
Climbing (DX/A)-1 [1]-12
Carousing and Swimming, both (HT/E) [1]-11
Leadership (IQ/A)-1 [1]-11
Knot-Tying (DX/E)+1 [1]-14
Boating (Motorboat) (DX/A) [1]-13
Seamanship/TL9 (IQ/E)+1 [1]-13
Navigation/TL9 (Sea) (IQ/A) [1]-12
Shiphandling/TL9 (Ship) (IQ/H)-1 [1]-11
Doctor [50]
You are a master in the arts of healing.
Choose any other template and add the following:
Healer 2 [20], Higher Purpose (Medic!) [5]
Physician (IQ/H)+5 [16]
Psychology (IQ/H)+1 [2]
Diagnosis/TL9 (Default+3) [1]
Pharmacy/TL9 (Synthetic), Physiology/TL9, Surgery/TL9, all (Default+3) [1]
Electronics Operation/TL9 (Medical) (IQ/A)-1 [1]
Scavenger [25]
You participate in “urban exploration,” which means you investigate buildings and other structures that are usually off limits or hidden. Targets of urban exploration are usually divided into three categories: abandoned sites; buildings in active use; and tunnels, such as steam tunnels, sewers, and transit access corridors. You may specialize in one category, or explore all three with equal enthusiasm.
Choose any other template and add the following:
+1 Perception [5]
Guns/TL9 (Shotgun) (DX/E) [1]
Swimming (HT/E) [1]
Fishing and Scrounging, both (Per/E) [1]
Body Language, Lip Reading, Observation, Search,
Survival (Desert), Tracking, Urban Survival, all (Per/A)-1 [1]
Climbing (DX/A) [2]
Detect Lies (Per/H)-2 [1]
Stealth (DX/A) [2]
Armory (Small Arms), Mechanic/TL9 (Gasoline), Streetwise, all (IQ/A)-1 [1]
Driving/TL9 (Motorcycle) (DX/A)-1 [1]
.
.
.
Traveler
100 points
You were a sailor who traveled the world, worked in heavy weather, boarded ships and drank hard, all without dying, good job.
Attributes: 120
ST 14 [40]
DX 14 [80]
IQ 10 [0]
HT 10 [0]
Secondary Characteristics: 0
Damage 1d-1/1d+1; BL 24 lbs.
HP 14 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: 10
Born Sailor 1 [5]
Languages (Arabic, Chinese, French, Japanese, and Korean) (Broken/None) [5]
Disadvantages: -40
Weirdness Magnet [-15], and -25 more
Skills: 10
Brawling (DX/E) [1]
Climbing (DX/A)-1 [1]
Carousing and Swimming, both (HT/E) [1]
Leadership (IQ/A)-1 [1]
Knot-Tying (DX/E)+1 [1]
Boating (Sailboat) (DX/A) [1]
Seamanship/TL8 (IQ/E)+1 [1]
Navigation/TL8 (Sea) (IQ/A) [1]
Shiphandling/TL8 (Ship) (IQ/H)-1 [1]
pick two Lenses
Martial Artist [50]
You're a master of unarmed combat.
Trained By A Master [30]
Karate (DX/H)+4 [20]
Soldier [50]
You have military weapons training.
Gunslinger [25], Signature Gear [1], Walking Armory [1], Weapon Bond (Rifle) [1]
Guns/TL8 (Rifle) (DX/E)+5 [16]
Guns/TL8 (SMG) (DX/E) Default+1 [1]
Fast Draw (Magazine) (DX/E)+2 [2]
Armory (Small Arms) (IQ/A) [2]
Soldier (IQ/A)-1 [1]
Pirate [50]
You learned your fighting skills the hard way.
Weapon Master (Knife) [20]
Knife (DX/E)+6 [20]
Fast Draw (Knife) and Throw Knife, both (DX/E)+1 [2]
Stealth (DX/A) [2]
Streetwise (IQ/A) [2]
Urban Survival (Per/A) [2]
Adventurer [50]
This is a must for dedicated adventurers.
Alcohol Tolerance [1], Deep Sleeper [1], Strangler 4 [20]
Reduced Consumption 1 (Food) [1], Weapon Adaptation (Knife to Wrestling) [1]
Wrestling (DX/A)+8 [16]
Knife (DX/E) Wrestling [1]
Stealth (DX/A)+4 [2]
Tracking (Per/A)+4 [2]
Technique
Ground Fighting (H) Wrestling [5]
Noble [50]
You belong to the ruling class and enjoy the privileges this gets you
and you also just happen to be a naturally gifted duelist.
Gunslinger [25], Status 3 [15]
Guns/TL8 (Pistol) (DX/E)+1 [2]
Physician (IQ/H) [4]
Diagnosis/TL8 (Default+1) [1]
Savoir Faire (IQ/E) [1]
Connoisseur (IQ/A) [2]
Doctor [50]
You are a master in the arts of healing.
Healer 2 [20], Higher Purpose (Medic!) [5]
Physician (IQ/H)+5 [16]
Psychology (IQ/H)+1 [2]
Diagnosis/TL8 (Default+3) [1]
Pharmacy/TL8 (Synthetic), Physiology/TL8, Surgery/TL8, all (Default+3) [1]
Electronics Operation/TL8 (Medical) (IQ/A)-1 [1]
Thief [50]
High Manual Dexterity 3 [15], Perception +2 [10]
Lockpicking/TL8 (IQ/A)+4 [4]
Pickpocket and Sleight of Hand, both (DX/H)+3 [4]
Traps/TL8 (IQ/A)+1 [4]
Search (Per/A)+1 [4]
Streetwise (IQ/A) [2]
Lip Reading, Observation and Urban Survival, all (Per/A)-1 [1]
Scholar [50]
You have knowledge of way too many things.
Environment Suit/TL8 (NBC Suit) (DX/A) [2]
Physics/TL8 (IQ/VH) [8]
Naturalist (IQ/H) [4]
Computer Operation/TL8 (IQ/E) [1]
Architecture/TL8, Electrician/TL8, Electronic Operation/TL8 (Scientific),
Electronics Repair/TL8 (Scientific), Hidden Lore (Angels, Cryptozoology,
Demons, Free Spirits, Lycanthropes, Restless Dead, Sacred Places, Vampires),
Machinist/TL8, Mechanic/TL8 (any), all (IQ/A)-1 [1]
Mathematics/TL8 (Applied) and Expert Skill (Epidemiology), both (IQ/H)-1 [2]
Anthropology, Archaeology, Astronomy/TL8, Bioengineering/TL8 (Cloning),
Biology/TL8, Chemistry/TL8, Computer Programming/TL8, Engineer/TL8 (any),
Geology/TL8, Hazardous Materials/TL8 (any), Meteorology/TL8, Paleontology/TL8 (any),
Psychology, Theology (Abrahamic, Shamanic and Voodoo), Research/TL8, all (IQ/H)-2 [1]
Wasteland Wanderer 150 point template
Wanderers venture into unknown territory to find out what’s there. They must be adaptable and tough if they want to survive and tell anybody about what they’ve discovered. This template is for a jack of all trades who knows a little about a wide variety of things and how to survive in hostile environments.
Sometimes wanderers venture into regions with peaceful inhabitants and use their skills to help others in exchange for learning new skills.
Attributes: 120
ST 11 [10]
DX 13 [60]
IQ 12 [40]
HT 11 [10]
Secondary Characteristics: 10
Damage 1d-1/1d+1; BL 24 lbs.
HP 11 [0]; Will 10 [-10]; Per 14 [10]; FP 11 [0]
Basic Speed 6 [0]; Basic Move 8 [10]
Advantages: 9
Deep Sleeper [1], Tech Level 9 [5], Reduced Consumption 1 [2], Walking Armory [1]
Disadvantages: -40
Weirdness Magnet [-15], and -25 points chosen from among
Curious [-5], Jealousy [-10], Loner [-5], Miserliness [-10], Overconfidence [-5],
Post-Combat Shakes [-5], Sense of Duty (Comrades) [-5], Stubbornness [-5],
or Workaholic [-5].
Skills: 51
Guns/TL9 (Rifle) (DX/E)+4 [12]-17
Fishing and Scrounging, both (Per/E) [1]-14
Body Language, Lip Reading, Observation, Search,
Survival (Desert), Tracking, Urban Survival, all (Per/A)-1 [1]-13
Climbing and Stealth, both (DX/A) [2]-13
Naturalist (IQ/H) [4]-12
Carpentry, First Aid/TL9, Savoir Faire (any), all (IQ/E) [1]-12
Detect Lies (Per/H)-2 [1]-12
Driving/TL9 (Motorcycle) (DX/A)-1 [1]-12
Armory/TL9 (Small Arms), Cartography, Farming/TL9, Mechanic/TL9 (any), Occultism, Streetwise, all (IQ/A)-1 [1]-11
Swimming (HT/E) [1]-11
Engineer (any), Expert Skill (any), Forensics/TL9, Geography/TL9 (U.S.), History (16th-Century U.S.), Linguistics, Literature, Mathematics/TL9 (Applied), Philosophy, Tactics, all (IQ/H)-2 [1]-10
Adventurer [50]
You are a predator, your prey are those you deem a threat to society, anyone who reminds you of childhood trauma, or just whomever catches your eye.
Alcohol Tolerance [1], Deep Sleeper [1], Strangler 4 [20]
Signature Gear [1], Weapon Adaptation (Knife to Wrestling) [1]
Wrestling (DX/A)+8 [16]
Knife (DX/E) Wrestling [1]
Stealth (DX/A)+4 [2]
Tracking (Per/A)+4 [2]
Technique
Ground Fighting (H) Wrestling [5]
Gentleman [25]
You are well-trained in boxing and fencing with a sabre.
You also have a bit of shotgun skill from hunting.
Status 1 [5], One Way Fluency (Understands Spanish) [1]
Boxing (DX/A)+2 [8]
Broadsword (DX/A)+2 [8]
Guns (Shotgun) (DX/E)+1 [2]
Armory (Small Arms) (IQ/A)-1 [1]
Thief (Pickpocket) [25]
You are good at picking pockets and cheating at cards.
High Manual Dexterity 3 [15]
Pickpocket and Sleight of Hand, both (DX/H)+3 [4]
Streetwise (IQ/A) [2]
Thief (Burglar) [25]
You are good at picking locks, as well as finding and disarming traps
Perception +2 [10]
Lockpicking/TL9 (IQ/A)+1 [4]
Traps/TL9 (IQ/A)+1 [4]
Search (Per/A)+1 [4]
Lip Reading, Observation and Urban Survival, all (Per/A)-1 [1]
Thief [50]
You have all the thief skills mentioned in the lesser versions.
High Manual Dexterity 3 [15], Perception +2 [10]
Lockpicking/TL9 (IQ/A)+4 [4]
Pickpocket and Sleight of Hand, both (DX/H)+3 [4]
Traps/TL9 (IQ/A)+1 [4]
Search (Per/A)+1 [4]
Streetwise (IQ/A) [2]
Lip Reading, Observation and Urban Survival, all (Per/A)-1 [1]
.
Night Owl [25]
You prefer to sleep during the day.
Less Sleep 4 [8], Nightvision 9 [9], Flexibility [5], Compact Frame [1]
Climbing (DX/A)+2 [1]
Escape (DX/H)+1 [1]
Colonist [25]
The people who settle on untamed frontiers need to be tough, resourceful, and persistent. Some encounter unexpected dangers in their new home land, while others find settled life too boring and constantly move on ahead of the frontier looking for adventure.
Green Thumb 1 [5]
Herb Lore/TL9 (IQ/VH) [4]
Naturalist (IQ/H) [2]
Farming/TL9 (IQ/A) [1]
Carpentry, Computer Operation/TL9, First Aid/TL9, Masonry, all (IQ/E) [1]
Animal Handling (Equines), Cartography, Electrician/TL9, Electronic Op/TL9 (Com), all (IQ/A)-1 [1]
Engineer/TL9 (any), Geography/TL9 (U.S.), Hazardous Materials/TL9 (any), Mathematics/TL9 (Applied), Meteorology/TL9, all (IQ/H)-2 [1]
Hunter [25]
While you are not a soldier, you do know how to handle a rifle and a shotgun.
Signature Gear [1], Walking Armory [1], Weapon Bond [1]
Guns (Rifle) (DX/E)+5 [16]
Guns/TL9 (Shotgun) (DX/E) Default+1 [1]
Stealth (DX/A) [2]
Tracking (Per/A) [2]
Armory (Small Arms) (IQ/A)-1 [1]
Survivor [25]
Extra Hit Points 3 [6], Hard to Kill 2 [4], Rapid Healing [5],
Fit [5], Temperature Tolerance 2 [2], Good with Dogs [1]
Physician (IQ/H)-2 [1]
Brawling (DX/E) [1]
Illuminated [50]
You have knowledge of way too many things man was not meant to know.
Environment Suit/TL9 (NBC Suit) (DX/A) [2]
Physics/TL9 (IQ/VH) [8]
Naturalist (IQ/H) [4]
Computer Operation/TL9 (IQ/E) [1]
Architecture/TL9, Electrician/TL9, Electronic Operation/TL9 (Scientific), Electronics Repair/TL9 (Scientific), Hidden Lore (Angels, Cryptozoology, Demons, Free Spirits, Lycanthropes, Restless Dead, Sacred Places, Vampires), Machinist/TL9, Mechanic/TL9 (any), all (IQ/A)-1 [1]
Mathematics/TL9 (Applied) and Expert Skill (Epidemiology), both (IQ/H)-1 [2]
Anthropology, Archaeology, Astronomy/TL9, Bioengineering/TL9 (Cloning), Biology/TL9, Chemistry/TL9, Computer Programming/TL9, Engineer/TL9 (any), Geology/TL9, Hazardous Materials/TL9 (any), Meteorology/TL9, Paleontology/TL9 (any), Psychology, Theology (Abrahamic, Shamanic and Voodoo), Research/TL9, all (IQ/H)-2 [1]
.
.
Pirate
100 point template
A sailing vessel has huge need for muscle power to raise anchors, hoist sails, load cargo,
and handle the weapons.
Basic Attributes 90 points
ST 17 [70]
DX 10 [0]
IQ 9 [-20]
HT 14 [40]
Secondary Characteristics: -10
Damage 1d+2/3d-1; BL 58 lbs.
HP 17 [0]; Will 7 [-10]; Per 9 [0]; FP 14 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: 28
Strangler 4 [20], Deep Sleeper [1], Tech Level 9 [5],
Reduced Consumption 1 (Water) [1],
Weapon Adaptation (Knife to Brawling) [1]
Disadvantages: -40
Weirdness Magnet [-15] and -25 points chosen from among
Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5],
Code of Honor [-5 to -15], Compulsive Carousing [-5*], Flashbacks (Mild) [-5],
Impulsiveness [-10*], Intolerance [-5 to -10], Lecherousness [-15*], Overconfidence [-5*],
Sense of Duty (Comrades) [-5], Skinny [-5] and Trademark (Simple) [-5].
Skills: 32
Brawling (DX/E)+6 [4]-16†
Knife (DX/E) Brawling [1]-16
Stealth and Wrestling (A) DX+4 [2]-14†
Guns/TL9 (Light Machine Gun) (DX/E)+3 [8]-13
Carousing and Swimming, both (HT/E) [1]-14
Tracking (Per/A)+4 [2]-13†
Gunner/TL9 (Machine Gun) (DX/E) [1]-10
Mechanic/TL9 (Diesel) (IQ/A) [2]-9
Knot-Tying (DX/E) [1]-9
Boating (Sailboat) and Climbing (DX/A)-1 [1]-9
Seamanship/TL9 (IQ/E) [1]-9
Survival (Island/Beach) (Per/A)-1 [1]-8
Armory (Small Arms), Electronics Operations/TL9 (Comm.), Leadership, all (IQ/A)-1 [1]-8
† +4 from Strangler 4.
pick two 50 point Lenses
Ninja [50]
You're a fucking ninja! Woo!
Combat Reflexes [15], High Pain Threshold [10], Nightvision 9 [9],
Less Sleep 4 [8], Flexibility [5], Compact Frame [1]
Karate (DX/H)+4 [20]
Climbing (DX/A)+2 [1]
Escape (DX/H)+1 [1]
Ground Fighting (H) (Karate) [5]
Gentleman [50]
You learned a bit of shotgun skill from hunting at your gentleman's club.
Gunslinger [25], Status 1 [5], Signature Gear [1],
Walking Armory [1], Weapon Bond [1]
Guns (Shotgun) (DX/E)+5 [16]
Guns/TL9 (Rifle) (DX/E) Default+1 [1]
Boarder [50]
Combat Reflexes [15], High Pain Threshold [10],
Weapon Master (Knife) [20]
Guns/TL8 (Shotgun) (DX/E) Default+1 [1]
add 4 more points to Brawling
Old Salt [50]
Yes you are.
Extra Hit Points 4 [8], Hard to Kill 2 [4], Rapid Healing [5], Fit [5],
Temperature Tolerance 2 [2], Good with Dogs [1], +1 Perception [5]
Guns/TL9 (Shotgun) (DX/E) [1]
Swimming (HT/E) [1]
Fishing and Scrounging, both (Per/E) [1]
Body Language, Lip Reading, Observation, Search,
Survival (Forest), Tracking, Urban Survival, all (Per/A)-1 [1]
Climbing (DX/A) [2]
Detect Lies (Per/H)-2 [1]
Stealth (DX/A) [2]
Armory (Small Arms), Mechanic/TL8 (Gasoline), Streetwise, all (IQ/A)-1 [1]
Driving/TL8 (Motorcycle) (DX/A)-1 [1]
First Mate [50]
Status 1 [5]
Physician (IQ/H)+4 [20]
Diagnosis/TL9 (Default+1) [1]
Pharmacy/TL9 (Synthetic), Physiology/TL9, Surgery/TL9, all (Default+1) [1]
Carpentry and Computer Operation/TL9, both (IQ/E) [1]
Cartography, Cooking, Electronic Operation/TL9 (Medical and Scientific),
Farming/TL9, Occultism, all (IQ/A)-1 [1]
Herb Lore/TL9 (IQ/VH)-1 [4]
Biology/TL9, Expert Skill (any), Forensics/TL9, Geography/TL9 (U.S.), Linguistics, Literature, Mathematics/TL9 (Applied), Philosophy, all (IQ/H)-2 [1]
Bard [50]
You are such a great singer that your songs have almost magical powers over others.
Musical Ability 5 [25], Attractive [4], Charisma 1 [5]
Singing (HT/E)+7 [4]†
Musical Instrument (Guitar) (IQ/H)+4 [2]†
Carousing (HT/E) [1]
Musical Influence (IQ/VH)+2 [1]†
Lockpicking/TL8 (IQ/A)+2 [8]
† +5 from Musical Ability 5.
ex-Soldier 50 point template
This template represents a soldier that can be combined with other templates and Lenses to create a combat medic, a military technician, a skilled front-line combatant, or an officer.
You can be a Lesser Noble Veteran Officer (it's only 150 points).
Attributes: 50
ST 11 [10]
DX 11 [20]
IQ 11 [20]
HT 10 [0]
Secondary Characteristics: -10
Damage 1d-1/1d+1; BL 24 lbs.
HP 11 [0]; Will 10 [-5]; Per 10 [-5]; FP 10 [0]
Basic Speed 5.25 [0]; Basic Move 5 [0]
Advantages: 33
Combat Reflexes [15], High Pain Threshold [10], Tech Level 9 [5]
Signature Gear [1], Walking Armory [1], Weapon Bond [1]
Disadvantages: -40
Weirdness Magnet [-15] and -25 points chosen from among
Alcoholism [-15], Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5],
Code of Honor [-5 to -15], Compulsive Carousing [-5*], Flashbacks (Mild) [-5],
Impulsiveness [-10*], Intolerance [-5 to -10], Lecherousness [-15*], Overconfidence [-5*],
Sense of Duty (Comrades) [-5], Skinny [-5] and Trademark (Simple) [-5].
Skills: 17
Guns/TL9 (Rifle) (DX/E)+4 [12]-15
Guns/TL9 (SMG) (DX/E) Default+1 [1]-14
Fast Draw (Magazine) (DX/E)+2 [1]-13
Armory/TL9 (Small Arms), Leadership, Soldier, all (IQ/A)-1 [1]-10
Officer [50]
You were born for this.
Born War-Leader 4 [20], Charisma 2 [10], Courtesy Rank 4 [4]
add 4 more to Guns (Rifle)
Guns/TL9 (Pistol) (DX/E) Default+1 [1]
Savoir-Faire (Military) (IQ/E)+4 [1]
Boxing (DX/A) [2]
Intelligence Analysis, Strategy (any) and Tactics, all (IQ/H)+3 [2]
Mathematics/TL9 (Applied) and Engineer (any), both (IQ/H)-2 [1]
Veteran [25]
Extra Hit Points 3 [6], Hard to Kill 2 [4], Rapid Healing [5]
Fit [5], Temperature Tolerance 2 [2], Deep Sleeper [1]
Reduced Consumption 1 [2]
Elite [50]
Gunslinger [25], Less Sleep 4 [8], Nightvision 9 [9]
Flexibility [5], Compact Frame [1]
Climbing (DX/A)+2 [1]
Escape (DX/H)+1 [1]
Master Martial Artist [50]
You're a master of unarmed combat.
Trained By A Master [30]
Karate (DX/H)+4 [20]
Noble, Lesser [25]
You belong to the ruling class and enjoy the privileges that gets you.
Good with Horses [1], Status 2 [10], Signature Gear (Horse) [1]
Guns/TL9 (Shotgun) (DX/E)+1 [2]
Riding (Horse) (DX/E)+1 [2]
Animal Handling (Horse) and Veterinary/TL9 (Horses), both (IQ/A) [2]
Diagnosis/TL9 (Default+1) [1]
Savoir Faire (IQ/E) [1]
Connoisseur (IQ/A) [2]
Body Language (Per/A)-1 [1]
Noble [50]
You belong to the ruling class and enjoy the privileges this gets you.
You are not that much higher in rank than the lesser noble - rather you spend more time on doing noble things and just happen to be a naturally gifted duelist.
Gunslinger [25], Status 3 [15]
Guns/TL9 (Pistol) (DX/E)+1 [2]
Physician (IQ/H) [4]
Diagnosis/TL9 (Default+1) [1]
Savoir Faire (IQ/E) [1]
Connoisseur (IQ/A) [2]
Technician [50]
Just about everyone in a SF setting can use the advanced devices available, but technicians are the ones who understand how they work, and can repair, improve, or build them.
You also have knowledge of way too many things man was not meant to know. This Lens is fairly low-priced in order to allow players to combine it with others.
Environment Suit/TL9 (NBC Suit) (DX/A) [2]
Physics/TL9 (IQ/VH) [8]
Naturalist (IQ/H) [4]
Computer Operation/TL9 (IQ/E) [1]
Architecture/TL9, Electrician/TL9, Electronic Operation/TL9 (Scientific), Electronics Repair/TL9 (Scientific), Hidden Lore (Angels, Cryptozoology, Demons, Free Spirits, Lycanthropes, Restless Dead, Sacred Places, Vampires), Machinist/TL9, Mechanic/TL9 (any), all (IQ/A)-1 [1]
Mathematics/TL9 (Applied) and Expert Skill (Epidemiology), both (IQ/H)-1 [2]
Anthropology, Archaeology, Astronomy/TL9, Bioengineering/TL9 (Cloning), Biology/TL9, Chemistry/TL9, Computer Programming/TL9, Engineer/TL9 (any), Geology/TL9, Hazardous Materials/TL9 (any), Meteorology/TL9, Paleontology/TL9 (any), Psychology, Theology (Abrahamic, Shamanic and Voodoo), Research/TL9, all (IQ/H)-2 [1]
don't forget your stuff
Soldier (150 point template)
You are very good at war.
Attributes: 60 points
ST 10 [0]
DX 10 [0]
IQ 11 [20]
HT 14 [40]
Secondary Characteristics: -10
Damage 1d-2/1d; BL 20 lbs.
HP 10 [0]; Will 9 [-10]; Per 11 [0]; FP 14 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: 61 points
Awesome 4 [60], Signature Gear [1]
Perks: 2
Quick Reload (Detachable Magazine) [1], Walking Armory [1]
Disadvantages: -40 points
Partial Amnesia [-10], Sense of Duty (Team) [-5],
Skinny [-5], Weirdness Magnet [-15] and
Pick one of the following
Overconfidence [-5], Incurious [-5], Intolerance [-5],
Trademark [-5] or Truthfulness [-5]
Skills: 71
Guns (Rifle) (DX/E)+10 [20]-20
Swimming (HT/E)+4 [1]-18
Guns (Light Machine Gun, Pistol, Shotgun and Submachine Gun), all (DX/E) Default+1 [1]-19
Guns (Grenade Launcher and LAW), both (DX/E) Default+1 [1]-17
Savoir-Faire (Military) (IQ/E)+4 [1]-15
Fishing and Scrounging, both (Per/E)+4 [1]-15
Brawling, Fast Draw (Magazine and Pistol) and Knife, all (DX/E)+4 [1]-14
Boxing, Drive (Car) and NBC Suit, Spear, Stealth, Wrestling, all (DX/A)+4 [2]-14
Gunner (Machine Gun), Parachuting, both (DX/E)+4 [1]-14
Survival (Arctic) and Tracking, both (Per/A)+3 [1]-14
Armory (Small Arms and TL0 Weapons), Electronics Operations (Com),
Explosives (Demo), Interrogation, Leadership, Navigation (Land),
Soldier, Scuba, Teaching and Traps, all (IQ/A)+3 [1]-14
Engineer (Combat), Hazardous Materials (Radioactive), Math (Applied),
Physician, Strategy (Land) and Tactics, all (IQ/H)+2 [1]-13
Surgery (IQ/VH)+1 [1]-12
Two More Skill:
•Pick One of
Piloting (Heavy Airplane or Helicopter) or Riding (Horse), all (DX/A)+4 [2]-14
•Pick One of
Farming or Mechanic (Any), both (IQ/A)+3 [1]-14
Technique: 6
Targeted Attack (Rifle/Eye) (H) [6]-16